It sounds like the game runs something terrible on AMD hardware. So I'm curious to see your results and how eyefinity compares.

I realize my setup probably isn't that common, but rarely do you see nvidia offer numbers for surround or 3d surround. I try and provide some point of reference for the few others that have these types of setups.

Banned

It sounds like the game runs something terrible on AMD hardware. So I'm curious to see your results and how eyefinity compares.

I realize my setup probably isn't that common, but rarely do you see nvidia offer numbers for surround or 3d surround so I try and provide some point of reference for the few others that have these types of setups.

I've only played a few minutes in the game myself and can't answer out of experience. But i'm pretty sure I've seen some people melee with the weapon they were holding, in quick look videos. Perhaps you can use that from behind to knock people out?

The problem was MSAA component which have to be implemented in correct way into rendering pipeline to have decent performance and no bugs. Basically if game has decent deferred MSAA option [like BF 3 for example], implementing SMAA 4x is piece of cake. Other SMAA modes 1x and T2x are just shaders, like FXAA or MLAA, so they arent problematic at all.
Also CE 3 is different than CE 3.5, because its full deferred where CE 3.5 is hybrid [deferred mostly with some forward handling] and because some part of rendered is forward MSAA is cheaper than it would be in C2.

Good news is that every game based on CryEngine 3.5 and higher will have all Crysis 3 AA modes available, because they are hard-coded into the engine, its just engine preset flag now
Frostbite 3 games should have SMAA support too.

Member

The problem was MSAA component which have to be implemented in correct way into rendering pipeline to have decent performance and no bugs. Basically if game has decent deferred MSAA option [like BF 3 for example], implementing SMAA 4x is piece of cake. Other SMAA modes 1x and T2x are just shaders, like FXAA or MLAA, so they arent problematic at all.
Also CE 3 is different than CE 3.5, because its full deferred where CE 3.5 is hybrid [deferred mostly with some forward handling] and because some part of rendered is forward MSAA is cheaper than it would be in C2.Good news is that every game based on CryEngine 3.5 and higher will have all Crysis 3 AA modes available, because they are hard-coded into the engine, its just engine preset flag now
Frostbite 3 games should have SMAA support too.

Junior Member

The problem was MSAA component which have to be implemented in correct way into rendering pipeline to have decent performance and no bugs. Basically if game has decent deferred MSAA option [like BF 3 for example], implementing SMAA 4x is piece of cake. Other SMAA modes 1x and T2x are just shaders, like FXAA or MLAA, so they arent problematic at all.
Also CE 3 is different than CE 3.5, because its full deferred where CE 3.5 is hybrid [deferred mostly with some forward handling] and because some part of rendered is forward MSAA is cheaper than it would be in C2.

Good news is that every game based on CryEngine 3.5 and higher will have all Crysis 3 AA modes available, because they are hard-coded into the engine, its just engine preset flag now
Frostbite 3 games should have SMAA support too.

Member

We're aware the community have been asking for a 'Field of View' slider for Metro: Last Light. Unfortunately, this was not as simple a thing to implement as it might appear!

The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible.

In addition, all the game's first-person cut scenes and cinematics and each and every animation involving Artyom's hands - idle weapon animations, reloads, ladder climbing, melee attacks etc, - were created assuming the same, fixed field of view.

Changing the FOV would break all the cut-scenes and animations - you would be able to see inside Artyom's arms, or they would appear to float in the air in front of you. Or worse.

We had considered offering three FOV pre-sets, but this would still require significant work to re-do every animation, adjust the HUD and UI and other seemingly small but incredibly time consuming tasks.

Even with a wider but still fixed field of view, Artyom's hands would look too far away. We know - we tried.

Game performance is also tied to FOV - the amount of geometric detail we put in each scene has been partly determined by this set FOV, and setting a wider FOV would have a performance impact.

We understand this issue is important to many people, and we have been looking at possible solutions.

In the immediate term - the next title update, due in the next few days will allow you to directly change the FOV in the .cfg files.

This may well trigger a number of issues listed above - you have been warned!

Member

We're aware the community have been asking for a 'Field of View' slider for Metro: Last Light. Unfortunately, this was not as simple a thing to implement as it might appear!

The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible.

In addition, all the game's first-person cut scenes and cinematics and each and every animation involving Artyom's hands - idle weapon animations, reloads, ladder climbing, melee attacks etc, - were created assuming the same, fixed field of view.

Changing the FOV would break all the cut-scenes and animations - you would be able to see inside Artyom's arms, or they would appear to float in the air in front of you. Or worse.

We had considered offering three FOV pre-sets, but this would still require significant work to re-do every animation, adjust the HUD and UI and other seemingly small but incredibly time consuming tasks.

Even with a wider but still fixed field of view, Artyom's hands would look too far away. We know - we tried.

Game performance is also tied to FOV - the amount of geometric detail we put in each scene has been partly determined by this set FOV, and setting a wider FOV would have a performance impact.

We understand this issue is important to many people, and we have been looking at possible solutions.

In the immediate term - the next title update, due in the next few days will allow you to directly change the FOV in the .cfg files.

This may well trigger a number of issues listed above - you have been warned!

Yep, it would be the same situation as with COD:Modern Warfare 3 where people would use image quality preset: Extra instead of Native It was fun time in screenshots thread.

---
@Bi50N
As long as people wont go crazy with it, it shouldnt be a problem. Most people want higher fov, so all watch/ammo elements will be visibles, but in cutscenes if You dont animate whole body there could be some graphical issues.

Member

So does this run better than Metro 2033?
I just recently got a new 670FTW(with Last Light bundled) and was pretty disappointed with how 2033 performed. Didn't seem much better than the 560ti I came from.

Anyway, kicked off the pre-load last night. Will report my findings this eve.

Banned

We're aware the community have been asking for a 'Field of View' slider for Metro: Last Light. Unfortunately, this was not as simple a thing to implement as it might appear!

The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible.

In addition, all the game's first-person cut scenes and cinematics and each and every animation involving Artyom's hands - idle weapon animations, reloads, ladder climbing, melee attacks etc, - were created assuming the same, fixed field of view.

Changing the FOV would break all the cut-scenes and animations - you would be able to see inside Artyom's arms, or they would appear to float in the air in front of you. Or worse.

We had considered offering three FOV pre-sets, but this would still require significant work to re-do every animation, adjust the HUD and UI and other seemingly small but incredibly time consuming tasks.

Even with a wider but still fixed field of view, Artyom's hands would look too far away. We know - we tried.

Game performance is also tied to FOV - the amount of geometric detail we put in each scene has been partly determined by this set FOV, and setting a wider FOV would have a performance impact.

We understand this issue is important to many people, and we have been looking at possible solutions.

In the immediate term - the next title update, due in the next few days will allow you to directly change the FOV in the .cfg files.

This may well trigger a number of issues listed above - you have been warned!

I think most people expect some kind of visual anomalies with larger fov's, especially with player models/guns so it's not such a big deal. I'm just happy knowing we can eventually change it so it makes the game less vomit inducing.

I do wish these devs would learn that 90 is a much better fixed FOV than 60/70 though. The line about performance is very telling and it's obvious they designed the narrow FOV with console limitations in mind.

Member

So does this run better than Metro 2033?
I just recently got a new 670FTW(with Last Light bundled) and was pretty disappointed with how 2033 performed. Didn't seem much better than the 560ti I came from.

Anyway, kicked off the pre-load last night. Will report my findings this eve.

Yes, to me it runs better. I only ran 2033 for a few minutes the other week when I got my 680, but this feels much better. Everything maxed out except SSAA at 1080p and I got 78fps on average at the start until you got to the new section with the train.

Banned

We're aware the community have been asking for a 'Field of View' slider for Metro: Last Light. Unfortunately, this was not as simple a thing to implement as it might appear!

The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible.

In addition, all the game's first-person cut scenes and cinematics and each and every animation involving Artyom's hands - idle weapon animations, reloads, ladder climbing, melee attacks etc, - were created assuming the same, fixed field of view.

Changing the FOV would break all the cut-scenes and animations - you would be able to see inside Artyom's arms, or they would appear to float in the air in front of you. Or worse.

We had considered offering three FOV pre-sets, but this would still require significant work to re-do every animation, adjust the HUD and UI and other seemingly small but incredibly time consuming tasks.

Even with a wider but still fixed field of view, Artyom's hands would look too far away. We know - we tried.

Game performance is also tied to FOV - the amount of geometric detail we put in each scene has been partly determined by this set FOV, and setting a wider FOV would have a performance impact.

We understand this issue is important to many people, and we have been looking at possible solutions.

In the immediate term - the next title update, due in the next few days will allow you to directly change the FOV in the .cfg files.

This may well trigger a number of issues listed above - you have been warned!

Member

So does this run better than Metro 2033?
I just recently got a new 670FTW(with Last Light bundled) and was pretty disappointed with how 2033 performed. Didn't seem much better than the 560ti I came from.

Anyway, kicked off the pre-load last night. Will report my findings this eve.

Member

Yes, to me it runs better. I only ran 2033 for a few minutes the other week when I got my 680, but this feels much better. Everything maxed out except SSAA at 1080p and I got 78fps on average at the start until you got to the new section with the train.

By default, Metro: Last Light utilizes 4A&#8217;s proprietary Analytical Anti-Aliasing (AAA) to lessen the impact of jagged, aliased edges on geometry, objects, characters, transparent textures, and all other screen elements. A combination of FXAA and 4A tech, AAA improves upon other post-processing anti-aliasing techniques by doubling the internal resolution of the picture using pattern and shape detection, and downsampling the post-processed result back to the user&#8217;s screen resolution, resulting in an anti-aliased image that is far smoother and clearer than traditional post-process techniques can create.

In Metro 2033, players could utilize Multisample Anti-Aliasing (MSAA) instead of Analytical Anti-Aliasing to generate an even sharper, less aliased image. Unfortunately, due to 2033&#8217;s deferred lighting, the performance impact of MSAA was tremendous, making its use unfeasible on anything other than a three or four multi-GPU system when every other setting was enabled and maxed out. For Last Light, 4A has replaced Multisample Anti-Aliasing with Supersampling Anti-Aliasing (SSAA), which creates a significantly smoother, more detailed image by internally rendering every element of the screen at a higher resolution.

Member

The game was crashing like a bitch.
I've tried almost everything, without much success, until I switched back to 320.14 drivers (installed in the first place, giving me just crashes & crashes & crashes...) and, puff, it started to work like a charm. O_O

Member

Same here but on my 560Ti I think I will have to turn SSAA off,I tried setting it at auto but even if the screen goes black for a few seconds and asks me if I want to keep those settings,it back to off...running at 1080p,very high,16x AF,vsinch on,it was decent and looked pretty good with SSAA at 4X until I got outside...had to bring down to 2X and even then,it was crawling...I will keep playing with some stuff to make it run smoother...maybe if I turn advanced PhysX off also...

Banned

I got it unlocked with VPN but forgot to get the DLC before reverting to offline mode, oh well. There's a hardcore mode, what would Ranger do differently?

Also, are there no custom/advanced visual settings or am I just not seeing that option?

Very High settings are too much for my PC (3770K stock, 7970 3GB OC, 16GB DDR3), at least before any patches, but anything less makes things like fog look like utter shit.

And yeah, the shadow glitch and hitching all over the place are awful. I don't get it, it's like the GPU stops working when they happen, its fan just stops being heard for split seconds.

Edit: lol, the benchmark went as low as 4.x fps with everything maxed (no AA, obviously, no Titan or dual GPUs here) and physx on.

The same scene without physx only goes down to the 20s for a couple seconds, a lot of the time around 30 and where there's less action over 40. Average framerate: 39.81 (limited to 59 fps max with Afterburner).

The minimum framerate was still reported 3.93 though, due to all the hitches and mini stutters the game gets regardless of frame rate, I hope it's all fixed as outside issues it seems decently optimized given the above.

Well, assuming the rest of the full game can run like that of course, because even though this should be a taxing benchmark some of the areas in the very beginning I went through suffered lower framerate more often.

Edit: settings on medium/normal get 52.76 average framerate, the same stutters in the beginning and only in an one second sequence did it go down to 24fps. I'd like to mix and match settings to suit me. Also, patches.